Beispiel #1
0
scaling = p.TinyVector3f(1., 1., 1.)
opacity = 1
app.renderer.register_graphics_instance(shape, pos, orn, color, scaling,
                                        opacity)

pos = p.TinyVector3f(0., 0., 1.)
scaling = p.TinyVector3f(0.1, 0.1, 0.1)
shape = app.register_graphics_unit_sphere_shape(
    p.EnumSphereLevelOfDetail.SPHERE_LOD_HIGH, textureIndex)
sphere = app.renderer.register_graphics_instance(shape, pos, orn, color,
                                                 scaling, opacity)

app.renderer.write_transforms()

while not app.window.requested_exit():
    app.renderer.update_camera(2)
    dg = p.DrawGridData()

    app.draw_grid(dg)
    from_line = p.TinyVector3f(0, 0, 0)
    to_line = p.TinyVector3f(1, 1, 1)
    color = p.TinyVector3f(1, 0, 0)
    width = 2
    app.renderer.draw_line(from_line, to_line, color, width)
    pos = p.TinyVector3f(0, 0, math.sin(time.time()) + 1)
    app.renderer.write_single_instance_transform_to_cpu(pos, orn, sphere)
    app.renderer.write_transforms()
    app.renderer.render_scene()
    app.draw_text_3d("hi", 1, 1, 1, 1)
    app.swap_buffer()
Beispiel #2
0
def rollout(force_x, force_y, step, render):

    if render:
        app.renderer.remove_all_instances()

    bodies = []
    visuals = []

    dt = dp.fraction(1, 60)
    gravity_z = dp.fraction(0, 1)
    world = dp.TinyWorld()
    world.gravity = dp.TinyVector3(dp.fraction(0, 1), dp.fraction(0, 1),
                                   dp.fraction(0, 1))

    radius = dp.fraction(1, 2)
    mass = dp.fraction(1, 1)
    deg_60 = dp.pi() / dp.fraction(3, 1)  #even triangle

    dx = dp.cos(deg_60) * radius * dp.fraction(2, 1)
    dy = dp.sin(deg_60) * radius * dp.fraction(2, 1)
    rx = dp.fraction(0, 1)
    y = dp.fraction(0, 1)

    target_pos = dp.TinyVector3(dp.fraction(35, 10), dp.fraction(8, 1),
                                dp.fraction(0, 1))
    ball_id = 0
    target_id = 5

    if render:
        orn = p.TinyQuaternionf(0., 0., 0., 1.)
        pos = p.TinyVector3f(dp.get_debug_double(target_pos[0]),
                             dp.get_debug_double(target_pos[1]),
                             dp.get_debug_double(target_pos[2]))
        color = p.TinyVector3f(0, 0, 1)
        opacity = 1
        scaling = p.TinyVector3f(dp.get_debug_double(radius),
                                 dp.get_debug_double(radius),
                                 dp.get_debug_double(radius))
        textureIndex = -1
        shape = app.register_graphics_unit_sphere_shape(
            p.EnumSphereLevelOfDetail.SPHERE_LOD_HIGH, textureIndex)
        sphere_id = app.renderer.register_graphics_instance(
            shape, pos, orn, color, scaling, opacity)

    geoms = []
    for column in [1, 2, 3]:
        x = dp.copy(rx)
        i = 0
        while (i < column):
            geom = dp.TinySphere(radius)
            geoms.append(geom)
            body = dp.TinyRigidBody(mass, geom)
            body.world_pose.position = dp.TinyVector3(x, y, dp.fraction(0, 1))
            bodies.append(body)

            if render:
                orn = p.TinyQuaternionf(0., 0., 0., 1.)
                pos = p.TinyVector3f(
                    dp.get_debug_double(body.world_pose.position[0]),
                    dp.get_debug_double(body.world_pose.position[1]),
                    dp.get_debug_double(body.world_pose.position[2]))
                if ball_id == target_id:
                    color = p.TinyVector3f(1, 0, 0)
                else:
                    color = p.TinyVector3f(1, 1, 1)
                opacity = 1
                scaling = p.TinyVector3f(dp.get_debug_double(radius),
                                         dp.get_debug_double(radius),
                                         dp.get_debug_double(radius))
                textureIndex = -1
                shape = app.register_graphics_unit_sphere_shape(
                    p.EnumSphereLevelOfDetail.SPHERE_LOD_HIGH, textureIndex)
                sphere_id = app.renderer.register_graphics_instance(
                    shape, pos, orn, color, scaling, opacity)
                visuals.append(sphere_id)

            ball_id += 1
            x += radius * dp.fraction(2, 1)
            i += 1
        rx = rx - dx
        y = y + dy

    #white player ball
    white = dp.TinyVector3(dp.fraction(0, 1), -dp.fraction(2, 1),
                           dp.fraction(0, 1))
    white_geom = dp.TinySphere(radius)
    white_ball = dp.TinyRigidBody(mass, white_geom)
    white_ball.world_pose.position = white
    bodies.append(white_ball)
    white_ball.apply_central_force(
        dp.TinyVector3(force_x, force_y, dp.fraction(0, 1)))

    if render:
        orn = p.TinyQuaternionf(0., 0., 0., 1.)
        pos = p.TinyVector3f(
            dp.get_debug_double(white_ball.world_pose.position[0]),
            dp.get_debug_double(white_ball.world_pose.position[1]),
            dp.get_debug_double(white_ball.world_pose.position[2]))
        color = p.TinyVector3f(1, 1, 1)
        opacity = 1
        scaling = p.TinyVector3f(dp.get_debug_double(radius),
                                 dp.get_debug_double(radius),
                                 dp.get_debug_double(radius))
        textureIndex = -1
        shape = app.register_graphics_unit_sphere_shape(
            p.EnumSphereLevelOfDetail.SPHERE_LOD_HIGH, textureIndex)
        sphere_id = app.renderer.register_graphics_instance(
            shape, pos, orn, color, scaling, opacity)
        visuals.append(sphere_id)

    rb_solver = dp.TinyConstraintSolver()

    if render:
        app.renderer.write_transforms()
    #world.step(dt)
    for iter in range(step):

        for b in bodies:
            b.apply_gravity(world.gravity)
            b.apply_force_impulse(dt)
            b.clear_forces()

        dispatcher = world.get_collision_dispatcher()
        contacts = world.compute_contacts_rigid_body(bodies, dispatcher)
        #print("contacts=",contacts)
        num_solver_iterations = 50
        for solver_iter in range(num_solver_iterations):
            for c in contacts:
                rb_solver.resolve_collision(c, dt)
        for b in bodies:
            b.integrate(dt)
        #sync visual transforms
        if render:
            for v in range(len(bodies)):
                #print("v=",v)
                b = bodies[v]
                pos = p.TinyVector3f(
                    dp.get_debug_double(b.world_pose.position[0]),
                    dp.get_debug_double(b.world_pose.position[1]),
                    dp.get_debug_double(b.world_pose.position[2]))
                #print("pos=",pos)
                orn = p.TinyQuaternionf(0, 0, 0, 1)
                app.renderer.write_single_instance_transform_to_cpu(
                    pos, orn, visuals[v])

            app.renderer.write_transforms()

            app.renderer.update_camera(2)
            dg = p.DrawGridData()

            app.draw_grid(dg)
            app.renderer.render_scene()
            app.swap_buffer()

    #print("finished step!")
    diff = bodies[target_id].world_pose.position - target_pos
    cost = diff.sqnorm()
    print("cost=", cost)
    return cost